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08/23/07 - USPTO Class 463 |  1 views | #20070197297 | Prev - Next | About this Page  463 rss/xml feed  monitor keywords

Apparatus and methods of physical game components

USPTO Application #: 20070197297
Title: Apparatus and methods of physical game components
Abstract: Systems, apparatus, and methods relating to a physical object that are associated with a virtual game world are described. Some embodiments of the physical object have an in-game value within the virtual game world. Software operating the virtual game world ascribes purchasing power or attributes having offensive, defensive, opportunity, or set values as their in-game values. Methods associated with the subject matter relate to relocating an asset of the game component from one asset storage area to another asset storage area. When relocated, an asset's authenticity is validated, retrieved from a first storage area, exchanged over a communications interface, or stored in a second asset storage area. (end of abstract)



Agent: Rutan & Tucker, LLP. Hani Z. Sayed - Costa Mesa, CA, US
Inventor: Nicholas J. Witchey
USPTO Applicaton #: 20070197297 - Class: 463 42 (USPTO)

Apparatus and methods of physical game components description/claims


The Patent Description & Claims data below is from USPTO Patent Application 20070197297, Apparatus and methods of physical game components.

Brief Patent Description - Full Patent Description - Patent Application Claims
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[0001]This application claims priority to U.S. provisional application ser. No. 60/775,642, filed Feb. 21, 2006.

FIELD OF THE INVENTION

[0002]The field of the invention relates to physical game components.

BACKGROUND OF THE INVENTION

[0003]Markets for physical game components have grown dramatically since the introduction of the collectible trading card game Magic: The Gathering in 1993 by Wizards of the Coast.TM., now owned by Hasbro.TM.. U.S. Pat. Nos. 5,662,332 and RE37,957, both titled "Trading Card Method of Play" describe the main concepts of the game. Also, witness the success of Wizkids Games.TM. the producers and sellers of games including HeroClix.TM. and Pirates of the Spanish Main.TM.. U.S. Pat. Nos. 6,899,332 and 6,899,333 both titled "Game piece and method of playing a game and supplying the game piece." While the above referenced patents and others in the same category contemplate physical game components and playing the associated core games over a computer, they do not contemplate that the physical game components have an in-game value within a virtual game world.

[0004]Massively Multi-player On-ling Games (MMOG) are also very well known and popular. Examples include World of Warcraft.TM., owned and operated by Blizzard.TM. or EverQuest.TM. owned and operated by Sony On-line Entertainment (SOE). In MMOGs, generally, characters collect virtual objects within the game that have in-game value. The virtual objects have parameters or attributes associated with them in a manner game players find beneficial due to their in-game purchasing power, enhancement abilities, or other capabilities. Frequently, the virtual objects have a rarity value or set value associated with them that increases their collectability; consequently, players play longer and revenue increases. Unfortunately, the virtual objects are retained within the Virtual Game World (VGW) and do not leave the servers. However, the collectability and virtual nature of the game has spawned markets where players sell the virtual objects on eBay.TM. or even in the VGW through in-game markets or auction houses. Such markets of virtual objects require players to conduct a transaction, and then meet virtually in the game world to exchange the virtual object. This approach to the market for objects having in-game value is subject to fraud. Interestingly, the concepts of physical game components have not yet combined with in-game value to reduce the risk of fraud.

[0005]The following references relate to various aspects of game components and VGWs including apparatus representing physical game components, toys, using a computer to facilitate game play, or virtual objects and their transactions:

[0006]U.S. Patent Applications Numbers:

TABLE-US-00001 2005/0287925; 2005/0266907; 2005/0216346 2005/0182693; 2005/0049022; 2004/0229696 2004/0172280; 2004/0145563; 2004/0092311 2004/0084842; 2003/0115132; 2003/0037075 2003/0004887; 2002/0183119; 2002/0155893 2002/0109295; 2002/0107783; 2002/0072413 2002/0022516; 2001/0056393

[0007]U.S. Pat. Nos:

TABLE-US-00002 6,949,033; 6,910,627; 6,745,236; 6,612,501; 6,591,250 6,341,353; 6,200,216; 6,119,229; 6,507,828; 6,009,458 5,853,327; 5,810,666; 5,689,561

[0008]U.S. Patent Application 2005/0192864 titled "System and method for toy adoption and marketing" by floward Ganz describes a toy and methods of playing with the toy in virtual world. The described toy has registration codes allowing a toy to be authenticated with respect to an on-line virtual world where users are able to "adopt" the toy. Once authentication (the adoption) is complete, a virtual version of the toy interacts in the virtual world. Although the Ganz patent teaches the virtual version of the toy is able to earn or to find virtual objects that have an in-game value, the patent does not teach associating the in-game value with a physical object. For example, a virtual version of the toy can earn "virtual cash" stored in the virtual world; however, the "virtual cash" does not have a corresponding physical object in the real world.

[0009]Although the above references relate to the inventive subject matter, none of the references teach the concept of physical game objects having an associated in-game value within a VGW.

[0010]Thus, there remains a considerable need for methods and apparatus that provide physical objects that have an in-game value within a VGW. In addition, there will be a need for relocating assets associated with the physical objects between asset storage areas.

SUMMARY OF THE INVENTION

[0011]The inventive subject matter is directed toward a physical object having an interface that communicates with a VGW. The VGW associates an in-game value with the object. Various embodiments of the physical object include a memory storing an asset that cooperates with software identifying the object to the VGW. Embodiments of the interface include wired or wireless connections. For example, a wireless connection could comprise RFID, IrDA, 802.11, Bluetooth, wireless USB, even a user, or other forms of wireless connections. Examples of wired connections include USB, Firewire, Ethernet, or other wired connections. Some embodiments of the physical object comprises a figurine representing a being in the VGW, an inanimate object in the VGW, currency in the VGW or other items related to the game world including meta items that might not be depicted to user.

[0012]In one embodiment, software that operates the VGW associated with physical object comprising instructions for a user interface that ascribes purchasing power, an offensive attribute, a defensive attribute, an opportunity attribute, a rarity attribute, a set attribute, or other parameter that can represent an in-game value.

[0013]Other embodiments of the inventive subject matter include a web site that offers the physical object for sale, for purchase, for trade, or for other forms of transactions.

[0014]The inventive subject matter also comprises methods relating to relocating an asset of a game component. In some embodiments, the game component has an asset communication interface and an asset storage area where the asset is stored. The embodiment of some of the methods are contemplated to include steps involving validating the asset's authenticity, retrieving the asset from the asset storage area, exchanging the asset over the asset communication interface, or storing the asset in a second asset storage area which could include a database. Other embodiments of the methods include securing at least part of the connection with the game component. In yet other embodiments the asset is exchanged through a proxy. Furthermore, the methods could comprise deleting the asset from an asset storage area.

[0015]Other contemplated embodiments include methods of producing a collectible game component having an asset storage area. The methods are contemplated to include producing the game component based on a rarity policy and storing a re-locatable asset in the asset storage area. In some embodiments of the methods, the step of producing the game component includes manufacturing a physical form for the game component.

[0016]Glossary

[0017]The following descriptions refer to terms used within this document. The terms are provided to ensure clarity when discussing the various aspects of the invention matter, without implied limitations, and to reduce repetition within the body of the document.

[0018]The term "in-game value" as used herein has a broad meaning and should be interpreted to its fullest possible extent. Contemplated types of values, either real or virtual, include tangible or intangible values. An example of a tangible value includes fixed or variable values. A fixed value includes a literal, integer, floating point, string, or other data that can be displayed to a player. Such a fixed value generally has set information used within the game. For example, a weapon's damage or the weapon's monetary costs could be fixed values. A variable value includes values that can fluctuate as time or circumstances change within the VGW or outside the VGW. To continue with the weapon example, the weapon's damage might degrade over time or after a number of uses. Monetary values represent real or virtual currency that expresses worth and can be a fixed value or a variable value. Intangible values represent those that can not necessarily be represented to a player, do not necessarily relate to the game in general, or do not necessarily impact game play. An example of an intangible value includes something that is prized. A prized value relates to how a player desires the object. For example, a player might wish for their character to have a particular cosmetic appearance in the VGW. The cosmetic appearance does not affect game play, nor might other players desire the same appearance; however, the cosmetic appearance has an "in-game value" to the player.

[0019]The teachings herein may be advantageously employed by developers of game systems, both real and virtual. Physical objects associated with game components may be employed to generate revenue for the developers or enjoyment for those that play, or possibly collect, the objects.

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